Land War in Asia

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27 February, 2015

Knowing that the SSR must capture or kill the high-ranking Nazis to prevent their organisation gaining the occult knowledge of the site, they rearm to take on their opponents in one final mortal combat.

Blazkowicz knows that Lehmann is the key to the entire operation, and must be captured or killed to halt the danger...

The German camp, where Lehmann is located, along with Stahl and Kerschner.

Carter is with some of the Marines behind a rocky outcrop and they're ready to attack

They scoot around the flank approaching from behind a parked gun truck and a ruined temple

Stahl takes cover inside a lean-to. Only the glint of his steel mask is visible

Blazkowicz and Waterson take position behind a fence and he opens fire on Grimmer on the rooftop

One of Kerschner's men takes cover behind Lehmann's touring car; jumping inside as he starts to take fire

Carter takes position behind the machine gun on the truck, with Helfer at the wheel. The touring car comes off second best out of this encounter!

Blazkowicz rushes towards the house, with Waterson giving him covering fire with her rifle

Kerschner races them to the house...

As a desperate hand to hand battle takes place inside with Blazkowicz driving off the Germans and capturing Lehmann.

The Nazis attempt to rescue Lehmann is successful, and Lehman runs around the house

Carter guns down both Germans and then Stahl when he emerges from the house to board the guntruck!

Lehmann runs for it, and with amazing luck shoots Simmon's SMG out of his hands. Simmons has one shot left with his pistol, but misses and then Lehmann disappears into the desert...

Nicely rounded off campaign if I do say so myself. Plus, with Lehmann's escape, the dice kept things wide open for a sequel; which I'm running at Leprecon next weekend!

18 February, 2015

Everything on the sub is going wrong at once. Fires are burning, the sub is leaking, and critical systems keep failing. Help is on the way, but the gnomish sailors must hold out until the rescuers arrive...

Following the gnomes around is great fun, though below you can see it's all come to a tragic end as an untoward missile launch destroys the submarine

The red gnome is caught in the engine room as it and all adjacent rooms are flooded - leaving him with no option but to wait for help!

With the red gnome saved and with lashings of grog and a manual, the crisis in the engine room is averted

Multiple gnomes help to clear the way

I really enjoyed the game - actually after running though the rules by myself solo (with three gnomes) I played this with my group down the pub and at Warpcon. A light cooperative game, with a (innovative I think) nice turn order mechanic and with tonnes of trouble to solve, juggling the odds with the time pressure.

06 February, 2015

Blazkowicz meets up with a hand-picked team of US Marines who will help the SSR secure the tomb where the Nazis are digging for the Black Sun.

They approach the tomb to meet with Agent Carter, who has been undercover with the Nazi expedition for some time now. Inside they find the dreadful Herr Kulbe already packing up Barbarossa’s occult mosaic…

Below the surface of the desert, accessible only by two ruined temples is the tomb where the Black Sun was located

Agent Carter leads the Marines down

Kerschner, with a few guards and native porters and guides is making his way up with the most valuable artefacts

Vogl, with her wolf and her compatriots is guarding the main cult shrine

Blazkowicz has sneaked into the complex, overcoming the first Nazi guard, when he encounters some strange creature. He's no zoo buff, but he knows this gribbly thing ain't natural

The Marines set up a neat pincer manoeuvre, aiming to take control of both main corridors into the tomb

One of the other Nazi guards turns out to be an SSR infiltrator, but he's not able to take out Vogl and she guns him down

Carter has a close brush with death as Vogl charges down the corridor, though she escapes with a hefty dose of luck

Carter's dead-eye aim with her pistol wounds Kerschner and sends him scurrying into a corner

Vogl catches this unwary marine...

But Blazkowicz and another one come to his aid, gunning down two of Vogl's henchwomen

Carter takes the fight to Kerschner, but is unable to stop him as he leads his trusty native porter past her and to the exit

They're but yards away from a car with will take them away from danger and back to the main camp where reinforcements will surely drive the SSR back

Carter exchanges fire with him, but her keen eye fails her this once

Blazkowicz makes no mistake as he rushes up the steps to empty his magazine into Kerschner's body and take control of the artefact!

Actually, I played this scenario out three times on the Sunday, and each time was about as close as this one, with only inches between defeat and victory